Sorry, I have to get this out, otherwise, it’s just going to rattle in my brain for a month or so.
Bottom line: Lots of hard work and tough decisions. You need to start from scratch. Wipe the slate clean. Start anew.
1) Eliminate all servers.
This would be highly unpopular. I sure as heck wouldn’t like it. I’ve been on Blackgate since launch. I have tons of server pride. However, the 24 server system is not for WvW. Why 24 servers? Because that’s how many were needed FOR EVERYONE, not just WvW. Just like any other server based MMO, this is done to handle capacity. It is unfair to expect there to be even amounts of WvW players across 24 servers. This is obvious and only compounded with transfers. This would solve server imbalance. Don’t worry, there are solutions for blobbing later.
However, don’t make the same mistake as the first time. Set up some ground rules having learned from the mistakes and successes of the past:
- Create 3 new servers
- Gate the transfers of people to the new servers based on population. As one server starts to fill, close it so the others can fill up and match the server levels. This process should take at least a week. This is to ensure even populations across all timezones and should help to curb “night capping.”
- One can ONLY transfer to a lower populated server for a gem cost and can not participate in WvW for a week.
- People who want to participate in WvW after this process will ONLY be allowed to enter the lower populated servers.
- Population numbers will not be exact as people come and go, move on to other things but don’t leave. There will have to be a buffer amount at the top end. There should be ongoing metrics of actual participating players to determine a servers population health (this is crucial, you can’t just set it up and leave it alone). This buffer amount will also be needed for large groups of people who want to transfer or newly participate, like guilds.
2) Create 3 new maps.
Lets face it. The old maps are just that, old. I feel like I’ve worn through the digital road to the great, vast ocean of water that awaits below. More importantly, the boarderland style doesn’t work, and, lets face it, its kinda lazy. We know every knoll, nook and vally. We know every siege placement. We know exactly how far siege fires. It’s just stale. Yes, yes, I know you made EotM, but it isn’t in the rotation. WvWers barley play it. This will, of course, probably be the hardest and most time consuming. Heck, you already have EotM. Tweek it for balance and you are already on your way!
- No BL style maps. They should be tri-balanced, like EB.
- Each map should have different population caps. This is crucial for balance and helps to eliminate blobbing. The time it takes to travel from one objective to another is crucial to this. Base your population on the map, not an arbitrary number.
- Purposfully make new maps have different population sizes. Make one map hold 120, one 80, one 40. This would add a great variety. And allow for some creative license, not only with the maps, but also with gameplay, for example:
- Have one map be a city style map. Instead of capping and holding major objectives, the PPT would be based on the percentage of the city that the server controls. One could have barricades that get built in the streets that determines you’re control cut off point. There could be a big area in the middle, like a square or garden similar to Divinities Reach or Ebonhawke) that has more open field type fights. Maybe some siege is disabled, like trebuchets. Someone else thought of city maps. I just made up the other stuff right now. The point is you see how creative you can get if one is paid for it and spends some time thinking about it. (This bullet point has gotten out of control)
*Having maps with different populations would cater to different play styles. Most people don’t like blobbing. I personally like large scale fights (Not blobbing, but actual orginized fighting). Some like 40 v 40, 20 v 20s, and 10 v 10s. Different population maps would help to encourage that instead of having to run around for 20-30 minutes PvDing and hoping to run into someone or pull the enemy to you. Boring! - Base the number of maps needed on the population of WvW. As the population grows, add a map (have one in your back pocket, it’s a great thing if you need to pull it out), as it shrinks, pull one out of the rotation so the maps aren’t dead.
Continued in another post. Have to wait 5 minutes